Plaguemask
2017-09-10, 09:09 AM
I was thinking during night, what would an actual, viable tank be in Pathfinder? I was thinking, testing combos (Knight/Fighter/Paladin, Dwarven Defender from 3,5, etc.) And I just couldn't come up with something actually viable, and I eventually found out why.
1. Lack of health. Health Is a difficult thing to come by in Pathfinder, surprisingly. There's very few non-homebrewed or third party ways to permanently increase your health outside of just plain pumping your health stat (Con, Cha If you're undead.) or taking the Toughness feat. To further this problem, the D8 Is the most common health dice in the game (With D10 coming after.) And D12 Is extremely rare.
2. Lack of incentive. Why play a tank? Just play a fighter and dish out heavy damage and you'll be the focus of their attacks. This works on early levels (1-6) and then It starts dropping off drastically. (Take a look at this Clockwork Soldier as an example: http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-soldier He's hitting at a +18 on that first hit and he gets two. Nasty, even If I purposefully grabbed a weak monster from the CR6 category.)
3. Lack of tools - There's a feat that lets you 'taunt' an enemy and subject them to a really weak will save to beat on you for one round. MEH.
All of these come together to really make playing any sort of tank unfun / just plain out impossible.
So I've got a class idea to fix It.
I present to you, The Enforcer.
Alignment: Any.
Hit Die: d12.
Starting Wealth: 6d6 x 10 gp (average 180gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Enforcer's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Knowledge (history) (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
All Enforcer abilities are [Extrodinary] unless specified otherwise.
Level
BAB
Fort
Will
Reflex
Specials
1
+1
+2
+1
+0
Protective Presence, Toughness, Bonus Defensive Feat, Shield Another, Rally Pool, Rally.
2
+1
+3
+2
+0
Rallying Presence, Bodyguard, Intercept, Bonus Defensive Feat.
3
+2
+3
+2
+1
Teamwork Feat, Shared Experience, Sacrifice, Rally.
4
+3
+4
+2
+1
Banner, Swift Interception.
5
+3
+4
+3
+1
Provoking Presence.
6
+4
+5
+3
+2
Bonus Defensive Feat, Rally.
7
+5
+5
+4
+2
Teamwork Feat, Greater Presence.
8
+6/+1
+6
+4
+2
Greater Rallying Presence, Fast Interception.
9
+6/+1
+7
+5
+3
Rally, Protection.
10
+7/+2
+7
+5
+3
Bonus Defensive Feat, Greater Rally.
11
+8/+3
+8
+6
+3
Teamwork Feat, Greater Banner.
12
+9/+4
+9
+6
+4
Rally, Swarm Tactic.
13
+9/+4
+9
+7
+4
Last Stand.
14
+10/+5
+10
+7
+4
Bonus Defensive Feat, Unwavering Banner.
15
+11/+6/+1
+10
+8
+5
Teamwork Feat, Rally.
16
+12/+7/+2
+10
+8
+5
Stand Your Ground.
17
+12/+7/+2
+11
+8
+5
Firm Presence.
18
+13/+8/+3
+11
+9
+6
Bonus Defensive Feat, Rally.
19
+14/+9/+4
+12
+9
+6
Teamwork Feat, Shielded Defense.
20
+15+10+5
+12
+9
+6
Bonus Defensive Feat, Grand Rally, Steel Skin, Adamanatine Blood.
The Enforcer Is trained in Simple and Martial weapons, and one exotic of her choice.
She Is trained in Light, Medium and Heavy armor, and all shields except Tower Shields.
Starting age Is Trained.
Abilities:
Protective Presence gives all allies that can see the Enforcer a Morale Bonus to AC equal to the Enforcer's Charisma modifier. This can not exceeed the characters Enforcer Level.
At first level, the Enforcer gains Toughness as a bonus feat.
At first and second level, and every 4 levels thereafter, the Enforcer may choose any Defensive Feat he qualifies for. See: http://www.d20pfsrd.com/extras/community-creations/aliga-s-lab/feat-lists/defensive-feats/
Shield Another adds your shield's AC to adjacent allies "Dodge" bonus. (+2 Shield AC = +2 Dodge AC.) If you're not using a Shield, add a max of +1 AC to Dodge instead.
At first level, the Enforcer gains a Rally Pool. See below for your possible rallies. You gain an amount of Rallies equal to 1+ Your Charisma Modifier. This increases by +1 on level 3, 6, 9, 12, 15, 18, 20.
At first and third level, and every 3 Levels thereafter, the Enforcer gains a new Rally. See below.
2:
Rallying Presence Is an aura with a range of 20'ft (+10 Per armor category worn. 30 on Medium, 40 on Heavy.) It gives allies in range +1 to Attack and a +1 to Damage. This increases to +2 / +2 on level 6 and every 4 levels thereafter. (+1/+1 on Level 2, +2/+2 on 6, +3/+3 on 10, +4/+4 on 14, +5/+5 on 18.) You do not gain bonuses that specify 'allies'. This Is a Morale bonus.
Bodyguard lets the Enforcer take the attack of an adjacent ally after the roll Is made but before the results are revealed. You can use this ability up to your Charisma Modifier per day.
On second level, the Enforcer can Intercept an enemy attack within his movement speed, provoking an AoO from an enemy but stopping him in his tracks. You can use this once per combat.
On second level, the Enforcer gains a Bonus Defensive Feat.
3:
On third level, the Enforcer gains a Teamwork Feat that he qualifies for.
Shared Experience. The Enforcer has fought many battles and knows how to quickly apply any teamwork feat he knows (Only one can be active at a time. This increases to 2 on level 9, and 3 on level 18.) to adjacent allies.
Sacrifice. As a free action, the Enforcer may choose to fully intercept and take any critical strike meant for a teammate within his run range. The Enforcer may do this as much as he wishes to.
4:
At fourth level, as a Full-Round Action, the Enforcer may choose to hoist a Banner. The banner increases all morale bonuses he's giving by +1, and gives all allies that can see It +1 Will and Fortitude.
The Enforcer may choose to swiftly intercept an attack, retaining his dodge bonus to AC and can do It just before an attack Is made within his range. This Is an increase to Intercept.
5:
Provoking Presence. This functions like Rallying Presence, in terms of range and affects enemies. This Is a mind-altering effect that provokes enemies, taunting them to attack you. The save Is 10+Cha Mod+Level.
6:
Bonus Defensive Feat, Rally.
7:
Teamwork Feat.
Greater Presence. The range of your Presence increases by +20'ft.
8:
Greater Rallying Presence. Rallying Presence now increases your allies' effective caster level by +2. This Is a morale bonus. If they do not have an equivelance of a caster level, instead give them +12 HP.
Using Fast Interception no longer provokes an AoO from your enemy, merely stopping them in their track and ending their turn.
9:
Rally.
Protection: Your AC Increases by +1 per adjacent ally.
10:
Bonus Defensive Feat.
Greater Rally: Select a Greater Rally.
11:
Teamwork Feat.
Greater Banner: Banner Is now a swift action, and gives all allies +2 to all saves, +10 SR, and +2 on all morale bonuses he gives.
12:
Rally.
Swarm Tactics: The Enforcer gains the highest BAB for an adjacent ally. If all BABs are equal, insead give adjacent allies +2 to attack.
13:
Last Stand: When reduced beneath negative Hitpoints, instead of falling unconcious or dying, the Enforcer may choose to keep fighting up until -100 HP. If these damage exceeds his Con score, they can not be healed, and the Enforcer immediatly dies after combat Is over.
14:
Bonus Defensive Feat.
Unwavering Banner: Your banner gives your allies (Including you.) within sight 25 SR, and increases all morale bonuses you're giving them by +3 and their saves to +4 total.
15:
Teamwork Feat.
Rally.
16:
Stand Your Ground. The Enforcer can not be bullrushed or forcefully moved from his position by force. His adjacent allies gains a +10 to CMD.
17:
Firm Presence Is an improvement upon Provoking Presence. All enemies that fail their saves are immediatly demoralized, shaken and take a -5 on all saves.
18:
Bonus Defensive Feat, Rally.
19:
Teamwork Feat.
Shielded Defense: lets the Enforcer select one friendly target. Upon doing this, as long as said target remains within move distance, she Is considered to be Shielded by the Enforcer, giving her Total Cover and AC equal to the Enforcer's shield bonus.
20:
Bonus Defense Feat.
Steel Skin.
Adamantine Blood.
Grand Rally.
Steel Skin gives the Enforcer DR equal to his HD. This DR Is /-Epic.
Adamantine Blood makes the Enforcer immune to any bleed, poison or death effect, and gives him Fast Healing 15.
Select one Grand Rally.
Rallies are level-locked. Level 1 Rallies can be taken on level 1 and above, level 3 can be taken on 3 or above, 6 on 6 and above, 12 on 12 and above, 18 on 18 and above.
Rallies are a standard action to activate and a free to change, however, changing a Rallying Effect still uses up a Rallying Point.
Level 1 Rallies
- Minor Strength - Give allies within 30'ft +2 Strength.
- Rallied Attack - Give allies within 120'ft +1 to Attack.
- Minor Dodge - Give allies, including you, +1 Dodge AC.
- Inspiring Cry - All allies within hearing distance gets to reroll one roll this battle.
Level 3 Rallies
- Bolster - Give all allies +5 CMD and CMB.
- Lead the Assault - Give all allies *behind* or *next to* you +5'ft of Reach and +2 to Hit.
- Synchronized Charge - When activating this, all allies gains a +2 on their attacks and damage when charging, and they do not lose AC.
Level 6 Rallies
- Flurry of Steel - Adjacent allies gains an additional attack at their lowest BAB. This does not stack with effect such as Haste.
- Nerves of Steel - Allies within 60'ft gains a +5 to Will and Fortitude to resist poison and Fear effects.
- Health in Merit - Allies within 60'ft gains an additional 2D6 Health from any healing effect.
Level 12 Rallies
- Never-ending Assault - If adjacent allies use all their actions to attack, they may choose to keep attacking at a -2 per succesful attack until they miss.
- Thirst for Blood - Allies within 60'ft heal 2D8+Their Con+Your Charisma every time they strike a target.
- Hook, Line and Sinker - Allies gain a +10 to Bluff when used in a combat-oriented manner such as bluffing an attack. If they succesfully bait an attack, they may immediatly AoO their opponent.
- Face Me Like a Man! - Enemies within 200'ft are forced down onto the ground to face the Enforcer in melee. The save for this Is equal to Provoking Presence, however, It Is not a mind-affecting ability.
Level 18 Rallies
- Eternal Spirit - Upon being reduced to 0 or less Hit Points, the Enforcer may choose to activate 1 Rally of each level.
- Last Man Standing - All allies within 30'ft benefits from Last Stand the same way the Enforcer does.
- Passive Regeneration - Allies within 60'ft are healed by an amount equal to the Enforcer's level per round. This Is a supernatural ability.
Greater Rally, 10
-Bonesnapper- Allies within 60'ft has their critical range increased by 2. (18-20 becomes 16-20.) This Is a permanent, passive effect that stacks with any other critical abilities.
-Hardened Bones- Allies within 120'ft feel as tough as steel. They can not be Critically Hit normally. Instead, an enemy must confirm the critical hit twice and If either fail, the attack deals normal damage.
Grand Rally, 20
-Final Stand- The Enforcer can not die as long as an ally Is alive, and damage past his con score can be healed, even If he's at -99 HP from Last Stand.
-Grand Finalé- Once per Combat, the Enforcer may choose to activate this. All enemies within 120'ft must succeed a Reflex, Fort and Will save or take 10D6 Force Damage, become Nausuated, and become Frightened. These bypass normal immunities to these abilities. This Is an Extrodinary effect.
-
And there you have It, The Enforcer in all of his/her glory. Criticism Is welcome. I'll look forward to see If anyone plays this character and how they feel It Is balanced. The power level I was aiming for was low T2 or high T3, even in high levels.
1. Lack of health. Health Is a difficult thing to come by in Pathfinder, surprisingly. There's very few non-homebrewed or third party ways to permanently increase your health outside of just plain pumping your health stat (Con, Cha If you're undead.) or taking the Toughness feat. To further this problem, the D8 Is the most common health dice in the game (With D10 coming after.) And D12 Is extremely rare.
2. Lack of incentive. Why play a tank? Just play a fighter and dish out heavy damage and you'll be the focus of their attacks. This works on early levels (1-6) and then It starts dropping off drastically. (Take a look at this Clockwork Soldier as an example: http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-soldier He's hitting at a +18 on that first hit and he gets two. Nasty, even If I purposefully grabbed a weak monster from the CR6 category.)
3. Lack of tools - There's a feat that lets you 'taunt' an enemy and subject them to a really weak will save to beat on you for one round. MEH.
All of these come together to really make playing any sort of tank unfun / just plain out impossible.
So I've got a class idea to fix It.
I present to you, The Enforcer.
Alignment: Any.
Hit Die: d12.
Starting Wealth: 6d6 x 10 gp (average 180gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Enforcer's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Knowledge (history) (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
All Enforcer abilities are [Extrodinary] unless specified otherwise.
Level
BAB
Fort
Will
Reflex
Specials
1
+1
+2
+1
+0
Protective Presence, Toughness, Bonus Defensive Feat, Shield Another, Rally Pool, Rally.
2
+1
+3
+2
+0
Rallying Presence, Bodyguard, Intercept, Bonus Defensive Feat.
3
+2
+3
+2
+1
Teamwork Feat, Shared Experience, Sacrifice, Rally.
4
+3
+4
+2
+1
Banner, Swift Interception.
5
+3
+4
+3
+1
Provoking Presence.
6
+4
+5
+3
+2
Bonus Defensive Feat, Rally.
7
+5
+5
+4
+2
Teamwork Feat, Greater Presence.
8
+6/+1
+6
+4
+2
Greater Rallying Presence, Fast Interception.
9
+6/+1
+7
+5
+3
Rally, Protection.
10
+7/+2
+7
+5
+3
Bonus Defensive Feat, Greater Rally.
11
+8/+3
+8
+6
+3
Teamwork Feat, Greater Banner.
12
+9/+4
+9
+6
+4
Rally, Swarm Tactic.
13
+9/+4
+9
+7
+4
Last Stand.
14
+10/+5
+10
+7
+4
Bonus Defensive Feat, Unwavering Banner.
15
+11/+6/+1
+10
+8
+5
Teamwork Feat, Rally.
16
+12/+7/+2
+10
+8
+5
Stand Your Ground.
17
+12/+7/+2
+11
+8
+5
Firm Presence.
18
+13/+8/+3
+11
+9
+6
Bonus Defensive Feat, Rally.
19
+14/+9/+4
+12
+9
+6
Teamwork Feat, Shielded Defense.
20
+15+10+5
+12
+9
+6
Bonus Defensive Feat, Grand Rally, Steel Skin, Adamanatine Blood.
The Enforcer Is trained in Simple and Martial weapons, and one exotic of her choice.
She Is trained in Light, Medium and Heavy armor, and all shields except Tower Shields.
Starting age Is Trained.
Abilities:
Protective Presence gives all allies that can see the Enforcer a Morale Bonus to AC equal to the Enforcer's Charisma modifier. This can not exceeed the characters Enforcer Level.
At first level, the Enforcer gains Toughness as a bonus feat.
At first and second level, and every 4 levels thereafter, the Enforcer may choose any Defensive Feat he qualifies for. See: http://www.d20pfsrd.com/extras/community-creations/aliga-s-lab/feat-lists/defensive-feats/
Shield Another adds your shield's AC to adjacent allies "Dodge" bonus. (+2 Shield AC = +2 Dodge AC.) If you're not using a Shield, add a max of +1 AC to Dodge instead.
At first level, the Enforcer gains a Rally Pool. See below for your possible rallies. You gain an amount of Rallies equal to 1+ Your Charisma Modifier. This increases by +1 on level 3, 6, 9, 12, 15, 18, 20.
At first and third level, and every 3 Levels thereafter, the Enforcer gains a new Rally. See below.
2:
Rallying Presence Is an aura with a range of 20'ft (+10 Per armor category worn. 30 on Medium, 40 on Heavy.) It gives allies in range +1 to Attack and a +1 to Damage. This increases to +2 / +2 on level 6 and every 4 levels thereafter. (+1/+1 on Level 2, +2/+2 on 6, +3/+3 on 10, +4/+4 on 14, +5/+5 on 18.) You do not gain bonuses that specify 'allies'. This Is a Morale bonus.
Bodyguard lets the Enforcer take the attack of an adjacent ally after the roll Is made but before the results are revealed. You can use this ability up to your Charisma Modifier per day.
On second level, the Enforcer can Intercept an enemy attack within his movement speed, provoking an AoO from an enemy but stopping him in his tracks. You can use this once per combat.
On second level, the Enforcer gains a Bonus Defensive Feat.
3:
On third level, the Enforcer gains a Teamwork Feat that he qualifies for.
Shared Experience. The Enforcer has fought many battles and knows how to quickly apply any teamwork feat he knows (Only one can be active at a time. This increases to 2 on level 9, and 3 on level 18.) to adjacent allies.
Sacrifice. As a free action, the Enforcer may choose to fully intercept and take any critical strike meant for a teammate within his run range. The Enforcer may do this as much as he wishes to.
4:
At fourth level, as a Full-Round Action, the Enforcer may choose to hoist a Banner. The banner increases all morale bonuses he's giving by +1, and gives all allies that can see It +1 Will and Fortitude.
The Enforcer may choose to swiftly intercept an attack, retaining his dodge bonus to AC and can do It just before an attack Is made within his range. This Is an increase to Intercept.
5:
Provoking Presence. This functions like Rallying Presence, in terms of range and affects enemies. This Is a mind-altering effect that provokes enemies, taunting them to attack you. The save Is 10+Cha Mod+Level.
6:
Bonus Defensive Feat, Rally.
7:
Teamwork Feat.
Greater Presence. The range of your Presence increases by +20'ft.
8:
Greater Rallying Presence. Rallying Presence now increases your allies' effective caster level by +2. This Is a morale bonus. If they do not have an equivelance of a caster level, instead give them +12 HP.
Using Fast Interception no longer provokes an AoO from your enemy, merely stopping them in their track and ending their turn.
9:
Rally.
Protection: Your AC Increases by +1 per adjacent ally.
10:
Bonus Defensive Feat.
Greater Rally: Select a Greater Rally.
11:
Teamwork Feat.
Greater Banner: Banner Is now a swift action, and gives all allies +2 to all saves, +10 SR, and +2 on all morale bonuses he gives.
12:
Rally.
Swarm Tactics: The Enforcer gains the highest BAB for an adjacent ally. If all BABs are equal, insead give adjacent allies +2 to attack.
13:
Last Stand: When reduced beneath negative Hitpoints, instead of falling unconcious or dying, the Enforcer may choose to keep fighting up until -100 HP. If these damage exceeds his Con score, they can not be healed, and the Enforcer immediatly dies after combat Is over.
14:
Bonus Defensive Feat.
Unwavering Banner: Your banner gives your allies (Including you.) within sight 25 SR, and increases all morale bonuses you're giving them by +3 and their saves to +4 total.
15:
Teamwork Feat.
Rally.
16:
Stand Your Ground. The Enforcer can not be bullrushed or forcefully moved from his position by force. His adjacent allies gains a +10 to CMD.
17:
Firm Presence Is an improvement upon Provoking Presence. All enemies that fail their saves are immediatly demoralized, shaken and take a -5 on all saves.
18:
Bonus Defensive Feat, Rally.
19:
Teamwork Feat.
Shielded Defense: lets the Enforcer select one friendly target. Upon doing this, as long as said target remains within move distance, she Is considered to be Shielded by the Enforcer, giving her Total Cover and AC equal to the Enforcer's shield bonus.
20:
Bonus Defense Feat.
Steel Skin.
Adamantine Blood.
Grand Rally.
Steel Skin gives the Enforcer DR equal to his HD. This DR Is /-Epic.
Adamantine Blood makes the Enforcer immune to any bleed, poison or death effect, and gives him Fast Healing 15.
Select one Grand Rally.
Rallies are level-locked. Level 1 Rallies can be taken on level 1 and above, level 3 can be taken on 3 or above, 6 on 6 and above, 12 on 12 and above, 18 on 18 and above.
Rallies are a standard action to activate and a free to change, however, changing a Rallying Effect still uses up a Rallying Point.
Level 1 Rallies
- Minor Strength - Give allies within 30'ft +2 Strength.
- Rallied Attack - Give allies within 120'ft +1 to Attack.
- Minor Dodge - Give allies, including you, +1 Dodge AC.
- Inspiring Cry - All allies within hearing distance gets to reroll one roll this battle.
Level 3 Rallies
- Bolster - Give all allies +5 CMD and CMB.
- Lead the Assault - Give all allies *behind* or *next to* you +5'ft of Reach and +2 to Hit.
- Synchronized Charge - When activating this, all allies gains a +2 on their attacks and damage when charging, and they do not lose AC.
Level 6 Rallies
- Flurry of Steel - Adjacent allies gains an additional attack at their lowest BAB. This does not stack with effect such as Haste.
- Nerves of Steel - Allies within 60'ft gains a +5 to Will and Fortitude to resist poison and Fear effects.
- Health in Merit - Allies within 60'ft gains an additional 2D6 Health from any healing effect.
Level 12 Rallies
- Never-ending Assault - If adjacent allies use all their actions to attack, they may choose to keep attacking at a -2 per succesful attack until they miss.
- Thirst for Blood - Allies within 60'ft heal 2D8+Their Con+Your Charisma every time they strike a target.
- Hook, Line and Sinker - Allies gain a +10 to Bluff when used in a combat-oriented manner such as bluffing an attack. If they succesfully bait an attack, they may immediatly AoO their opponent.
- Face Me Like a Man! - Enemies within 200'ft are forced down onto the ground to face the Enforcer in melee. The save for this Is equal to Provoking Presence, however, It Is not a mind-affecting ability.
Level 18 Rallies
- Eternal Spirit - Upon being reduced to 0 or less Hit Points, the Enforcer may choose to activate 1 Rally of each level.
- Last Man Standing - All allies within 30'ft benefits from Last Stand the same way the Enforcer does.
- Passive Regeneration - Allies within 60'ft are healed by an amount equal to the Enforcer's level per round. This Is a supernatural ability.
Greater Rally, 10
-Bonesnapper- Allies within 60'ft has their critical range increased by 2. (18-20 becomes 16-20.) This Is a permanent, passive effect that stacks with any other critical abilities.
-Hardened Bones- Allies within 120'ft feel as tough as steel. They can not be Critically Hit normally. Instead, an enemy must confirm the critical hit twice and If either fail, the attack deals normal damage.
Grand Rally, 20
-Final Stand- The Enforcer can not die as long as an ally Is alive, and damage past his con score can be healed, even If he's at -99 HP from Last Stand.
-Grand Finalé- Once per Combat, the Enforcer may choose to activate this. All enemies within 120'ft must succeed a Reflex, Fort and Will save or take 10D6 Force Damage, become Nausuated, and become Frightened. These bypass normal immunities to these abilities. This Is an Extrodinary effect.
-
And there you have It, The Enforcer in all of his/her glory. Criticism Is welcome. I'll look forward to see If anyone plays this character and how they feel It Is balanced. The power level I was aiming for was low T2 or high T3, even in high levels.